AnObserver
AnObserver
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2612486#Comment_2612486
Exactly. Maybe the Entity works directly through a killer, like maybe someone from the cult that worships her. Like a split killer, half the actual killer and the other half is the Entity.
The Entity is connected to all Killers and Survivors, the Trials are comprised of The Entity itself. Some might have a stronger connection to The Entity, whatever that means, sure.
Also, why do you keep personifying The Entity as a her?
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2612459#Comment_2612459
I mean, I think having it manifest a part of it's power in trial wouldn't hurt. Especially because it wouldn't really need to be explained. It would be more like "The Entity sometimes takes part in iher own trials for fun", which doesn't take away from what she is
I mean I suppose part of The Entity could develop a sense of "self", but it wouldn't be the entire thing.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2610956#Comment_2610956
That's not actually confirmed tho, it could easily manifest itself if it wanted to
I suppose. But that would kinda detract from the incomprehensible part of its Lovecraftian nature.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2611896#Comment_2611896
For the same reason the Unbreakable perk is limited to 1 use.
It needing to make its use tactical?
Sure, but that's Perk territory, not base-kit anti-grief territory.
If you're introducing a self-pickup base-kit as an anti-grief mechanic, you need to make sure that it's something you don't necessarily want to do without investment.
Edit: And need to make it available at all times.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2611894#Comment_2611894
Maybe the killer does not deserve to secure a kill like that during EGC.
Maybe hatch should be removed entirely from the game as well if we're talking about "deserving" things.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2611885#Comment_2611885
Yes, they can pick up themselves one time. Recovery speed is not boosted however.
Why is a "base-kit" feature limited to a one-time use?
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2611863#Comment_2611863
You can still slug but not for a long time, because survivor can get up one time. You can also camp, but they will see you.
Regardless of if they see you, if the Killer makes even the slightest mistake during the EGC camp (casual players most likely will) and cannot keep the hook cycle up, the Killer will be hard pressed to "secure a Kill" if they want to as the Unhooked Survivor has guaranteed DS/BT which cannot be avoided without having to consider UB.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2611863#Comment_2611863
You can still slug but not for a long time, because survivor can get up one time. You can also camp, but they will see you.
So basically Survivors no longer want to try and pick each other up (depending on how fast "not a long time" is), just slam gens and never pick up another Survivor since you know they can pick themselves up.
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@fogdonkey said:
And we could also add Kindred, which would force the killer to not camp. Could be nerfed so that survivors don't see each other's aura.
Neon figures popping up around the Trial every time someone is hooked is a half-assed implementation that IMO detracts from the environment if it's not a conscious decision by the player to take the Perk.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2611831#Comment_2611831
It is not bait. I am just really curious if it would be really that OP. It would force the killer to play nicely:
Unbreakable = Don't slug for a long time (recovery speed could be nerfed)
DS = Don't tunnel
BT = Don't tunnel
So if the killer plays nice, they won't really notice this.
But also kills the EGC camp, a distinct change of play, and just homogenizes all games to be Chase/down/hook ad infinitum.
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If it's just applying their Perk effects all the time, then yes. It would be OP. Need to water them down.
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@sleepylibra said:
Why aren’t we all holding the developers accountable? This game is garbage and doesn’t even compare to other online games (ex. APEX) it could be something amazing but we keep playing even though every chapter or event that’s released comes with a whole new set of bugs. Honestly I could go on and on about all the bugs and crashes and how many times I have to quit the game and restart. They should be embarrassed of this POS game and we should all be embarrassed for letting them get away with it
Basically what we need to do is ask that developers work like slaves. Tribal knowledge and all that.
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Yeah, same. When they had their first MMR test I had a challenge as Pig, but now I've just gone PH Starstruck and am still getting 4K's even when playing "fair" (Though I'll sometimes play "unfair" if I have no audio, (Pandora))
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Are Items, addons, and Power addons base-kit?
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2610220#Comment_2610220
Exactly. Like, the Entity could easily manifest itself in or as a killer. And people saying it wouldn't be cool or scary are wrong because it's subjective lmao
More to the point that it can't actually manifest itself as a "person". It has no concept of such. Actions and reactions are at a "cellular" scale.
The Trials are basically mitochondria.
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Huh, that was caught fast.
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@sleepylibra said:
Why aren’t we all holding the developers accountable? This game is garbage and doesn’t even compare to other online games (ex. APEX) it could be something amazing but we keep playing even though every chapter or event that’s released comes with a whole new set of bugs. Honestly I could go on and on about all the bugs and crashes and how many times I have to quit the game and restart. They should be embarrassed of this POS game and we should all be embarrassed for letting them get away with it
Strictly ######### put as an American worker that doesn't fully support PTO (while under legislation that mandates it ofc), while their quality of work may suffer, their quality of life likely prospers.
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@sleepylibra said:
Why aren’t we all holding the developers accountable? This game is garbage and doesn’t even compare to other online games (ex. APEX) it could be something amazing but we keep playing even though every chapter or event that’s released comes with a whole new set of bugs. Honestly I could go on and on about all the bugs and crashes and how many times I have to quit the game and restart. They should be embarrassed of this POS game and we should all be embarrassed for letting them get away with it
Well, not sure about international labor laws, but APEX is American owned, whereas DBD is Canadian owned.
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@danielmaster87 said:
This add-on really isn't up to par like we thought it would be. I think it's a substitute for Corrupt, with the downside of having no traps for the rest of the game. 3 people get their head traps off, and 1 does a gen/gets chased. It's not gonna lead to massive slowdown or pressure or head pops. If the headtraps started on the survivors AND she had 4 to use like normal, then she might even be viable. But it's not an OP add-on like we assumed it would be.
Pig gets her stall from 1 Survivor at a time being "on-hook" and not participating in Healing/Unhooking/Repairing while their Trap is active.
If you wanted to have all 4 Traps on at once be "effective", it would need to start one trap at a time for each generator completed, with Survivors unable to search for the Key while their trap was inactive.
Currently at most it's thematic and unique while not being complete garbage.
But also giving her in effect 8 Traps will be rather oppressive and while more "viable", not very fun to go against.
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All the Realms and things are simply manifestations of the Survivors and Killers subconscious, which the Entity brings to life, favoring those that are negative.
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IMO there might be a Killer that utilizes The Entity to a high degree, but IMO The Entity is less of a specific thing, and simply the realm itself. It'd be like saying a human should be able to take "manual" control of a white blood cell in its body.
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Click on the Killer queue and look for the portrait that matches the Killer.
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It's an addon, an Iridescent one at that, so it alone shouldn't be "solving" her early-game.
And no, it does not, but it does shake up how her early-game is played.
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For a Perk that grants momentary Invincibility (thing is there, but can't hurt it) yes, it fits. However it's probably not the best implementation for what looks like a "dodge".
Lazy solution would be to remove Hit Validation for Powers (if such a distinction is possible), only keeping it for M1's.
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Part of whatever memory manipulation they undergo that allows them to understand the Trial's workings probably make it something that just doesn't cross their mind.
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So long as the methods to open the hatch remain the same, then no.
Killer - Sees hatch early-game, remembers where it is, and it's no longer a chase to find the hatch in the final 1v1.
Edit: Keep in mind the Killer has hatch priority and at the moment the Hook Sacrifice animation allows Killers to traverse the map before it opens. and even if you made hatch open immediately once Survivors started the deathhook animation, it would incentivize Killers interested in the Win to slug, and for Killers that just want a normal match flow would be punished.
Survivors - Just bring keys and search for the Hatch instead of doing anything in the Trial.
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Obviously if the Killer performs a Mori on all Survivors in The Basement it opens up a hatch that the Killer can use to escape the Trial./s
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All my memories of candy-corn is oily chalk.
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Need to bring the Milk to a boil to "cook" your "plants"
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You had the Blight Serum Event addon equipped, that's what it does. Give you a Blight Rush at the start and every time you Hook a Survivor. Not a Bug.
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Survivor - Fractured Fate
While running, pressing the Active Ability Button to tap into suppressed experience, creating a Rift and causing you to become Exhausted for 60/50/40s.
Pressing the Active Ability Button again within 5s will reset your position to the Rift.
The Killer can interact with the Rift to destroy it.
Killer - Fractured Fury
When a Survivor is Unhooked, a Rift is formed at your location.
While looking at a Rift, you may choose to channel to shift to its location.
Survivors can interact with the Rift to destroy it, triggering Killer instinct for 6s.
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If you had the choice between a 4K and a 2K with a Mori (w/out an offering) to flex on Survivors for how many times you hooked them, what would you choose?
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Tie Breaking Totems into opening Hatch somehow. Maybe 1 of the 5 Totems contains a Dull/Skeleton Key.
Then make Dull Totems light into Hexes once the Exit Gates are powered, that the Killer can snuff to expose all Survivors for 60s. (Time to play hide-n-seek instead of hold W)
Then make taking the Perk NOED prevent all Totems from lighting, and only 1 Totem will light that is unsnuffable and all Survivors are Exposed.
Contemplate if the Survivors should be shown the exposed indicator when exposed by the Perk NOED.
Contemplate if Dull Totems should have a "sound".
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@glitchboi said:
I wouldn't directly nerf survivors.
I would rebalance maps to be on the same level as Coal Tower and the old version of Father Campbell's Chapel, in terms of map size and loops.
I would fix spawns, particularly making all survivors spawn together, so that 3 gens won't pop within the first minute and 20 seconds.
And finally, I would make some (not all) hex perks light up their totem once at least one survivor is cursed, or a different activation period. I'd also make totem spawns more consistent on each map, so that they aren't necessarily unfair for killers, while still being fair for survivors.
Personally I don't want them to focus on "balancing maps". that's how you get map stagnation like R6S and then they stop making maps completely and throw away maps that are just too problematic with their initial layout.
Of course blatant infinites need to be addressed, but I'd like to see them improve on "catch-up" mechanics for both sides so it frees up creative freedom and allows more "Player-testing" with an agile approach.
So basically figuring out a way to improve Bloodlust and Hatch.
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An undetermined amount of time passes before they decide to try and leave the Trial grounds themselves (as The Entity no longer has an interest with that Trial and leaves the Exit unlocked), which is when we're presented with the Killer walking post-match results screen. And as they walk into an ever growing void, who knows what they'll stumble upon?
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Toolboxes is the first edge-case that doesn't hamper overall Survivor experience and would be an easy-win from the technical team. I really like Otz's idea about how Toolbox Repairs raise the minimum regression value.
The next would be taking a look at med-kits and their self-healing speed, is it a bit fast at the moment?
And finally, try to come up with an early-game mechanic so some Survivors move around the map at first, instead of plopping nearby the closest gen.
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BP's twitter is dead and so is their Facebook. Seemingly no-one is supporting them apart from "entrepreneurs" trying to sell them tweets and marketing opportunities.
Still hope once Clive Barker gets Pinheads rights back BHVR can clean their hands a bit, but otherwise their official statement is the endorsement of an (incredibly tacky and poorly made) NFT.
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@Nayru said:
in my experience thus far even if i hit a survivor with the end of my lunge just after the end of their lunge it still gets absorbed so i don't know
seems pretty much impossible to deal with with most killers vs anyone with decent reactions and so they always make it to the next loop/godpal
If possible you could try to get in close to hit with a quick attack/bait out the dead-hard.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2598310#Comment_2598310
Yeah, no.
Some killers just have to use slugging to be viable. This would be super broken against Oni, or Twins...
"NOED becomes base-kit by having all remaining Dull Totems become Hexes once the final generator is completed. The Killer can snuff out these Hex Totems to Expose all Survivors for 60s."
That's super useless. You don't have time for this and not all killers benefits from exposed status.
Needing (excessive, 2+ min from one slug) slugging to be viable is a design issue
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@DragonMasterDarren said:
Getting exhausted on the ground is still going to happen, DH validation will not work, grab validation didn’t work and still doesn’t work, and hit validation also doesn’t work, why would DH validation be any different
Presumably part of the "refund" if the Server rejects your dead-hard will be that it doesn't "send back" the Exhausted state.
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What I've wanted to see:
Survivors can base-kit pick themselves up from the dying state (after some additional time) but are Broken for a duration if they're not helped by another Survivor
The Killer is incentivized to Hook different Survivors and leave hook by giving Survivors DS/BT base-kit, and Hooking different Survivors will disable this effect after a threshold, and will let you Kill a Survivor after a point.
Corrupt Intervention as base-kit to move Survivors around at the start instead of immediately starting M1 simulator (which is boring).
NOED becomes base-kit by having all remaining Dull Totems become Hexes once the final generator is completed. The Killer can snuff out these Hex Totems to Expose all Survivors for 60s.
Comparing this to your suggestions:
Totally agree with DS/BT/UB, however DS/BT need to be disabled after generators are repaired.
Ruin is far too passive to be base-kit. Pop would be cool, but without the Hook requirement and reduced effect.
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High MMR isn't fun as a Killer if you play nice
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The Entity is basically a "sentient" Universe with its own laws of reality that reaches into other Universes to "feed" and "collect".
I don't think you can "beat it" like in a fight. and it's uncertain if you can "poison" or "starve" it. But you can at least push it back/block it from spots in the Universes it is reaching into.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2596218#Comment_2596218
There was a hole here
Spackle does it again
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IMO could be a combination of:
- nearly perfect Memory wipe.
- Multiverse leaning heavily into the infinite aspect.
- Players are only viewing a sub-set of the Trials/The Player view is not linear with the "timeline" of The Entity's realm.
But it could be other things.
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The "Meta" Perks that Survivors are using nowadays are literally Perks some games would consider core mechanics at this point.
Anti-perma slug (Unbreakable), Anti-hardcamp (DS/BT), and an Interactive mobility action (Exhaustion Perks)
Tryin to compete with these can invite powercreep.
Now, don't get me wrong, I think CoH, Shadowstep and the Boon system in general is a good thing and a cool use of an existing feature, but the meta exists for a reason: Those Perks are the features.
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First of all, nice name, cool to know that account name generation has no filter.
Also, lovely satire.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/290623/what-makes-soup-a-soup
A soup is a broth that further has meat or vegetables added.
A stew is a soup that cooks the meat or vegetables in the broth.
I am now imagining Bubba with a Chef's hat creating a Salty Survivor Stew in The Basement.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2594586#Comment_2594586
Yeah, survivors should scream and go into dying state when confirmed from sever. This would eliminate the confusion. But maybe it is not so easy to implement, because there is a different animation and logic happening if you miss a hit vs if you hit successfully.
It's entirely possible to do it from the server, they've mentioned that they just don't want to do it because it doesn't "feel" right not to have instant feedback from a "potential" hit on the client's side. Which IMO is kinda tone-deaf given the entire reason people are suggesting server-side screams is because at the moment the feedback can feel jank at higher pings. Like even in IRL reactions to "hits" are not quite instant outside of the physical component.
Start with server-side screams, and then try to figure out the blood.
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A rechargeable Flashlight could be cool:
- Requires Sprinting to gain charges. (0.25c/s?)
- Has significantly reduced range.
- Reduced maximum number of charges
- Ultra-rare quality
Edit: But probably an Iridescent or Ultra-rare Battery addon instead, a flashlight base-type probably is too reusable.